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Diffstat (limited to 'Source/WebCore/page/animation/AnimationBase.cpp')
-rw-r--r-- | Source/WebCore/page/animation/AnimationBase.cpp | 1399 |
1 files changed, 1399 insertions, 0 deletions
diff --git a/Source/WebCore/page/animation/AnimationBase.cpp b/Source/WebCore/page/animation/AnimationBase.cpp new file mode 100644 index 0000000..14a44d2 --- /dev/null +++ b/Source/WebCore/page/animation/AnimationBase.cpp @@ -0,0 +1,1399 @@ +/* + * Copyright (C) 2007, 2008, 2009 Apple Inc. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * + * 1. Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * 2. Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of + * its contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF + * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +#include "config.h" +#include "AnimationBase.h" + +#include "AnimationControllerPrivate.h" +#include "CSSMutableStyleDeclaration.h" +#include "CSSPropertyLonghand.h" +#include "CSSPropertyNames.h" +#include "CompositeAnimation.h" +#include "Document.h" +#include "EventNames.h" +#include "FloatConversion.h" +#include "Frame.h" +#include "IdentityTransformOperation.h" +#include "ImplicitAnimation.h" +#include "KeyframeAnimation.h" +#include "MatrixTransformOperation.h" +#include "Matrix3DTransformOperation.h" +#include "RenderBox.h" +#include "RenderLayer.h" +#include "RenderLayerBacking.h" +#include "RenderStyle.h" +#include "UnitBezier.h" +#include <algorithm> +#include <wtf/CurrentTime.h> + +using namespace std; + +namespace WebCore { + +// The epsilon value we pass to UnitBezier::solve given that the animation is going to run over |dur| seconds. The longer the +// animation, the more precision we need in the timing function result to avoid ugly discontinuities. +static inline double solveEpsilon(double duration) +{ + return 1.0 / (200.0 * duration); +} + +static inline double solveCubicBezierFunction(double p1x, double p1y, double p2x, double p2y, double t, double duration) +{ + // Convert from input time to parametric value in curve, then from + // that to output time. + UnitBezier bezier(p1x, p1y, p2x, p2y); + return bezier.solve(t, solveEpsilon(duration)); +} + +static inline double solveStepsFunction(int numSteps, bool stepAtStart, double t) +{ + if (stepAtStart) + return min(1.0, (floor(numSteps * t) + 1) / numSteps); + return floor(numSteps * t) / numSteps; +} + +static inline int blendFunc(const AnimationBase*, int from, int to, double progress) +{ + return int(from + (to - from) * progress); +} + +static inline double blendFunc(const AnimationBase*, double from, double to, double progress) +{ + return from + (to - from) * progress; +} + +static inline float blendFunc(const AnimationBase*, float from, float to, double progress) +{ + return narrowPrecisionToFloat(from + (to - from) * progress); +} + +static inline Color blendFunc(const AnimationBase* anim, const Color& from, const Color& to, double progress) +{ + // We need to preserve the state of the valid flag at the end of the animation + if (progress == 1 && !to.isValid()) + return Color(); + + // Contrary to the name, RGBA32 actually stores ARGB, so we can initialize Color directly from premultipliedARGBFromColor(). + // Also, premultipliedARGBFromColor() bails on zero alpha, so special-case that. + Color premultFrom = from.alpha() ? premultipliedARGBFromColor(from) : 0; + Color premultTo = to.alpha() ? premultipliedARGBFromColor(to) : 0; + + Color premultBlended(blendFunc(anim, premultFrom.red(), premultTo.red(), progress), + blendFunc(anim, premultFrom.green(), premultTo.green(), progress), + blendFunc(anim, premultFrom.blue(), premultTo.blue(), progress), + blendFunc(anim, premultFrom.alpha(), premultTo.alpha(), progress)); + + return Color(colorFromPremultipliedARGB(premultBlended.rgb())); +} + +static inline Length blendFunc(const AnimationBase*, const Length& from, const Length& to, double progress) +{ + return to.blend(from, progress); +} + +static inline LengthSize blendFunc(const AnimationBase* anim, const LengthSize& from, const LengthSize& to, double progress) +{ + return LengthSize(blendFunc(anim, from.width(), to.width(), progress), + blendFunc(anim, from.height(), to.height(), progress)); +} + +static inline IntSize blendFunc(const AnimationBase* anim, const IntSize& from, const IntSize& to, double progress) +{ + return IntSize(blendFunc(anim, from.width(), to.width(), progress), + blendFunc(anim, from.height(), to.height(), progress)); +} + +static inline ShadowStyle blendFunc(const AnimationBase* anim, ShadowStyle from, ShadowStyle to, double progress) +{ + if (from == to) + return to; + + double fromVal = from == Normal ? 1 : 0; + double toVal = to == Normal ? 1 : 0; + double result = blendFunc(anim, fromVal, toVal, progress); + return result > 0 ? Normal : Inset; +} + +static inline ShadowData* blendFunc(const AnimationBase* anim, const ShadowData* from, const ShadowData* to, double progress) +{ + ASSERT(from && to); + return new ShadowData(blendFunc(anim, from->x(), to->x(), progress), + blendFunc(anim, from->y(), to->y(), progress), + blendFunc(anim, from->blur(), to->blur(), progress), + blendFunc(anim, from->spread(), to->spread(), progress), + blendFunc(anim, from->style(), to->style(), progress), + from->isWebkitBoxShadow(), + blendFunc(anim, from->color(), to->color(), progress)); +} + +static inline TransformOperations blendFunc(const AnimationBase* anim, const TransformOperations& from, const TransformOperations& to, double progress) +{ + TransformOperations result; + + // If we have a transform function list, use that to do a per-function animation. Otherwise do a Matrix animation + if (anim->isTransformFunctionListValid()) { + unsigned fromSize = from.operations().size(); + unsigned toSize = to.operations().size(); + unsigned size = max(fromSize, toSize); + for (unsigned i = 0; i < size; i++) { + RefPtr<TransformOperation> fromOp = (i < fromSize) ? from.operations()[i].get() : 0; + RefPtr<TransformOperation> toOp = (i < toSize) ? to.operations()[i].get() : 0; + RefPtr<TransformOperation> blendedOp = toOp ? toOp->blend(fromOp.get(), progress) : (fromOp ? fromOp->blend(0, progress, true) : 0); + if (blendedOp) + result.operations().append(blendedOp); + else { + RefPtr<TransformOperation> identityOp = IdentityTransformOperation::create(); + if (progress > 0.5) + result.operations().append(toOp ? toOp : identityOp); + else + result.operations().append(fromOp ? fromOp : identityOp); + } + } + } else { + // Convert the TransformOperations into matrices + IntSize size = anim->renderer()->isBox() ? toRenderBox(anim->renderer())->borderBoxRect().size() : IntSize(); + TransformationMatrix fromT; + TransformationMatrix toT; + from.apply(size, fromT); + to.apply(size, toT); + + toT.blend(fromT, progress); + + // Append the result + result.operations().append(Matrix3DTransformOperation::create(toT)); + } + return result; +} + +static inline EVisibility blendFunc(const AnimationBase* anim, EVisibility from, EVisibility to, double progress) +{ + // Any non-zero result means we consider the object to be visible. Only at 0 do we consider the object to be + // invisible. The invisible value we use (HIDDEN vs. COLLAPSE) depends on the specified from/to values. + double fromVal = from == VISIBLE ? 1. : 0.; + double toVal = to == VISIBLE ? 1. : 0.; + if (fromVal == toVal) + return to; + double result = blendFunc(anim, fromVal, toVal, progress); + return result > 0. ? VISIBLE : (to != VISIBLE ? to : from); +} + +static inline LengthBox blendFunc(const AnimationBase* anim, const LengthBox& from, const LengthBox& to, double progress) +{ + // Length types have to match to animate + if (from.top().type() != to.top().type() + || from.right().type() != to.right().type() + || from.bottom().type() != to.bottom().type() + || from.left().type() != to.left().type()) + return to; + + LengthBox result(blendFunc(anim, from.top(), to.top(), progress), + blendFunc(anim, from.right(), to.right(), progress), + blendFunc(anim, from.bottom(), to.bottom(), progress), + blendFunc(anim, from.left(), to.left(), progress)); + return result; +} + +class PropertyWrapperBase; + +static void addShorthandProperties(); +static PropertyWrapperBase* wrapperForProperty(int propertyID); + +class PropertyWrapperBase : public Noncopyable { +public: + PropertyWrapperBase(int prop) + : m_prop(prop) + { + } + + virtual ~PropertyWrapperBase() { } + + virtual bool isShorthandWrapper() const { return false; } + virtual bool equals(const RenderStyle* a, const RenderStyle* b) const = 0; + virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const = 0; + + int property() const { return m_prop; } + +#if USE(ACCELERATED_COMPOSITING) + virtual bool animationIsAccelerated() const { return false; } +#endif + +private: + int m_prop; +}; + +template <typename T> +class PropertyWrapperGetter : public PropertyWrapperBase { +public: + PropertyWrapperGetter(int prop, T (RenderStyle::*getter)() const) + : PropertyWrapperBase(prop) + , m_getter(getter) + { + } + + virtual bool equals(const RenderStyle* a, const RenderStyle* b) const + { + // If the style pointers are the same, don't bother doing the test. + // If either is null, return false. If both are null, return true. + if ((!a && !b) || a == b) + return true; + if (!a || !b) + return false; + return (a->*m_getter)() == (b->*m_getter)(); + } + +protected: + T (RenderStyle::*m_getter)() const; +}; + +template <typename T> +class PropertyWrapper : public PropertyWrapperGetter<T> { +public: + PropertyWrapper(int prop, T (RenderStyle::*getter)() const, void (RenderStyle::*setter)(T)) + : PropertyWrapperGetter<T>(prop, getter) + , m_setter(setter) + { + } + + virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const + { + (dst->*m_setter)(blendFunc(anim, (a->*PropertyWrapperGetter<T>::m_getter)(), (b->*PropertyWrapperGetter<T>::m_getter)(), progress)); + } + +protected: + void (RenderStyle::*m_setter)(T); +}; + +#if USE(ACCELERATED_COMPOSITING) +class PropertyWrapperAcceleratedOpacity : public PropertyWrapper<float> { +public: + PropertyWrapperAcceleratedOpacity() + : PropertyWrapper<float>(CSSPropertyOpacity, &RenderStyle::opacity, &RenderStyle::setOpacity) + { + } + + virtual bool animationIsAccelerated() const { return true; } + + virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const + { + float fromOpacity = a->opacity(); + + // This makes sure we put the object being animated into a RenderLayer during the animation + dst->setOpacity(blendFunc(anim, (fromOpacity == 1) ? 0.999999f : fromOpacity, b->opacity(), progress)); + } +}; + +class PropertyWrapperAcceleratedTransform : public PropertyWrapper<const TransformOperations&> { +public: + PropertyWrapperAcceleratedTransform() + : PropertyWrapper<const TransformOperations&>(CSSPropertyWebkitTransform, &RenderStyle::transform, &RenderStyle::setTransform) + { + } + + virtual bool animationIsAccelerated() const { return true; } + + virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const + { + dst->setTransform(blendFunc(anim, a->transform(), b->transform(), progress)); + } +}; +#endif // USE(ACCELERATED_COMPOSITING) + +class PropertyWrapperShadow : public PropertyWrapperBase { +public: + PropertyWrapperShadow(int prop, const ShadowData* (RenderStyle::*getter)() const, void (RenderStyle::*setter)(ShadowData*, bool)) + : PropertyWrapperBase(prop) + , m_getter(getter) + , m_setter(setter) + { + } + + virtual bool equals(const RenderStyle* a, const RenderStyle* b) const + { + const ShadowData* shadowA = (a->*m_getter)(); + const ShadowData* shadowB = (b->*m_getter)(); + + while (true) { + if (!shadowA && !shadowB) // end of both lists + return true; + + if (!shadowA || !shadowB) // end of just one of the lists + return false; + + if (*shadowA != *shadowB) + return false; + + shadowA = shadowA->next(); + shadowB = shadowB->next(); + } + + return true; + } + + virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const + { + const ShadowData* shadowA = (a->*m_getter)(); + const ShadowData* shadowB = (b->*m_getter)(); + ShadowData defaultShadowData(0, 0, 0, 0, Normal, property() == CSSPropertyWebkitBoxShadow, Color::transparent); + + ShadowData* newShadowData = 0; + ShadowData* lastShadow = 0; + + while (shadowA || shadowB) { + const ShadowData* srcShadow = shadowA ? shadowA : &defaultShadowData; + const ShadowData* dstShadow = shadowB ? shadowB : &defaultShadowData; + + ShadowData* blendedShadow = blendFunc(anim, srcShadow, dstShadow, progress); + if (!lastShadow) + newShadowData = blendedShadow; + else + lastShadow->setNext(blendedShadow); + + lastShadow = blendedShadow; + + shadowA = shadowA ? shadowA->next() : 0; + shadowB = shadowB ? shadowB->next() : 0; + } + + (dst->*m_setter)(newShadowData, false); + } + +private: + const ShadowData* (RenderStyle::*m_getter)() const; + void (RenderStyle::*m_setter)(ShadowData*, bool); +}; + +class PropertyWrapperMaybeInvalidColor : public PropertyWrapperBase { +public: + PropertyWrapperMaybeInvalidColor(int prop, const Color& (RenderStyle::*getter)() const, void (RenderStyle::*setter)(const Color&)) + : PropertyWrapperBase(prop) + , m_getter(getter) + , m_setter(setter) + { + } + + virtual bool equals(const RenderStyle* a, const RenderStyle* b) const + { + Color fromColor = (a->*m_getter)(); + Color toColor = (b->*m_getter)(); + + if (!fromColor.isValid() && !toColor.isValid()) + return true; + + if (!fromColor.isValid()) + fromColor = a->color(); + if (!toColor.isValid()) + toColor = b->color(); + + return fromColor == toColor; + } + + virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const + { + Color fromColor = (a->*m_getter)(); + Color toColor = (b->*m_getter)(); + + if (!fromColor.isValid() && !toColor.isValid()) + return; + + if (!fromColor.isValid()) + fromColor = a->color(); + if (!toColor.isValid()) + toColor = b->color(); + (dst->*m_setter)(blendFunc(anim, fromColor, toColor, progress)); + } + +private: + const Color& (RenderStyle::*m_getter)() const; + void (RenderStyle::*m_setter)(const Color&); +}; + +// Wrapper base class for an animatable property in a FillLayer +class FillLayerPropertyWrapperBase { +public: + FillLayerPropertyWrapperBase() + { + } + + virtual ~FillLayerPropertyWrapperBase() { } + + virtual bool equals(const FillLayer* a, const FillLayer* b) const = 0; + virtual void blend(const AnimationBase* anim, FillLayer* dst, const FillLayer* a, const FillLayer* b, double progress) const = 0; +}; + +template <typename T> +class FillLayerPropertyWrapperGetter : public FillLayerPropertyWrapperBase, public Noncopyable { +public: + FillLayerPropertyWrapperGetter(T (FillLayer::*getter)() const) + : m_getter(getter) + { + } + + virtual bool equals(const FillLayer* a, const FillLayer* b) const + { + // If the style pointers are the same, don't bother doing the test. + // If either is null, return false. If both are null, return true. + if ((!a && !b) || a == b) + return true; + if (!a || !b) + return false; + return (a->*m_getter)() == (b->*m_getter)(); + } + +protected: + T (FillLayer::*m_getter)() const; +}; + +template <typename T> +class FillLayerPropertyWrapper : public FillLayerPropertyWrapperGetter<T> { +public: + FillLayerPropertyWrapper(T (FillLayer::*getter)() const, void (FillLayer::*setter)(T)) + : FillLayerPropertyWrapperGetter<T>(getter) + , m_setter(setter) + { + } + + virtual void blend(const AnimationBase* anim, FillLayer* dst, const FillLayer* a, const FillLayer* b, double progress) const + { + (dst->*m_setter)(blendFunc(anim, (a->*FillLayerPropertyWrapperGetter<T>::m_getter)(), (b->*FillLayerPropertyWrapperGetter<T>::m_getter)(), progress)); + } + +protected: + void (FillLayer::*m_setter)(T); +}; + + +class FillLayersPropertyWrapper : public PropertyWrapperBase { +public: + typedef const FillLayer* (RenderStyle::*LayersGetter)() const; + typedef FillLayer* (RenderStyle::*LayersAccessor)(); + + FillLayersPropertyWrapper(int prop, LayersGetter getter, LayersAccessor accessor) + : PropertyWrapperBase(prop) + , m_layersGetter(getter) + , m_layersAccessor(accessor) + { + switch (prop) { + case CSSPropertyBackgroundPositionX: + case CSSPropertyWebkitMaskPositionX: + m_fillLayerPropertyWrapper = new FillLayerPropertyWrapper<Length>(&FillLayer::xPosition, &FillLayer::setXPosition); + break; + case CSSPropertyBackgroundPositionY: + case CSSPropertyWebkitMaskPositionY: + m_fillLayerPropertyWrapper = new FillLayerPropertyWrapper<Length>(&FillLayer::yPosition, &FillLayer::setYPosition); + break; + case CSSPropertyBackgroundSize: + case CSSPropertyWebkitBackgroundSize: + case CSSPropertyWebkitMaskSize: + m_fillLayerPropertyWrapper = new FillLayerPropertyWrapper<LengthSize>(&FillLayer::sizeLength, &FillLayer::setSizeLength); + break; + } + } + + virtual bool equals(const RenderStyle* a, const RenderStyle* b) const + { + const FillLayer* fromLayer = (a->*m_layersGetter)(); + const FillLayer* toLayer = (b->*m_layersGetter)(); + + while (fromLayer && toLayer) { + if (!m_fillLayerPropertyWrapper->equals(fromLayer, toLayer)) + return false; + + fromLayer = fromLayer->next(); + toLayer = toLayer->next(); + } + + return true; + } + + virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const + { + const FillLayer* aLayer = (a->*m_layersGetter)(); + const FillLayer* bLayer = (b->*m_layersGetter)(); + FillLayer* dstLayer = (dst->*m_layersAccessor)(); + + while (aLayer && bLayer && dstLayer) { + m_fillLayerPropertyWrapper->blend(anim, dstLayer, aLayer, bLayer, progress); + aLayer = aLayer->next(); + bLayer = bLayer->next(); + dstLayer = dstLayer->next(); + } + } + +private: + FillLayerPropertyWrapperBase* m_fillLayerPropertyWrapper; + + LayersGetter m_layersGetter; + LayersAccessor m_layersAccessor; +}; + +class ShorthandPropertyWrapper : public PropertyWrapperBase { +public: + ShorthandPropertyWrapper(int property, const CSSPropertyLonghand& longhand) + : PropertyWrapperBase(property) + { + for (unsigned i = 0; i < longhand.length(); ++i) { + PropertyWrapperBase* wrapper = wrapperForProperty(longhand.properties()[i]); + if (wrapper) + m_propertyWrappers.append(wrapper); + } + } + + virtual bool isShorthandWrapper() const { return true; } + + virtual bool equals(const RenderStyle* a, const RenderStyle* b) const + { + Vector<PropertyWrapperBase*>::const_iterator end = m_propertyWrappers.end(); + for (Vector<PropertyWrapperBase*>::const_iterator it = m_propertyWrappers.begin(); it != end; ++it) { + if (!(*it)->equals(a, b)) + return false; + } + return true; + } + + virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const + { + Vector<PropertyWrapperBase*>::const_iterator end = m_propertyWrappers.end(); + for (Vector<PropertyWrapperBase*>::const_iterator it = m_propertyWrappers.begin(); it != end; ++it) + (*it)->blend(anim, dst, a, b, progress); + } + + const Vector<PropertyWrapperBase*> propertyWrappers() const { return m_propertyWrappers; } + +private: + Vector<PropertyWrapperBase*> m_propertyWrappers; +}; + + +static Vector<PropertyWrapperBase*>* gPropertyWrappers = 0; +static int gPropertyWrapperMap[numCSSProperties]; + +static const int cInvalidPropertyWrapperIndex = -1; + + +void AnimationBase::ensurePropertyMap() +{ + // FIXME: This data is never destroyed. Maybe we should ref count it and toss it when the last AnimationController is destroyed? + if (gPropertyWrappers == 0) { + gPropertyWrappers = new Vector<PropertyWrapperBase*>(); + + // build the list of property wrappers to do the comparisons and blends + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyLeft, &RenderStyle::left, &RenderStyle::setLeft)); + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyRight, &RenderStyle::right, &RenderStyle::setRight)); + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyTop, &RenderStyle::top, &RenderStyle::setTop)); + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyBottom, &RenderStyle::bottom, &RenderStyle::setBottom)); + + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWidth, &RenderStyle::width, &RenderStyle::setWidth)); + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMinWidth, &RenderStyle::minWidth, &RenderStyle::setMinWidth)); + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMaxWidth, &RenderStyle::maxWidth, &RenderStyle::setMaxWidth)); + + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyHeight, &RenderStyle::height, &RenderStyle::setHeight)); + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMinHeight, &RenderStyle::minHeight, &RenderStyle::setMinHeight)); + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMaxHeight, &RenderStyle::maxHeight, &RenderStyle::setMaxHeight)); + + gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderLeftWidth, &RenderStyle::borderLeftWidth, &RenderStyle::setBorderLeftWidth)); + gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderRightWidth, &RenderStyle::borderRightWidth, &RenderStyle::setBorderRightWidth)); + gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderTopWidth, &RenderStyle::borderTopWidth, &RenderStyle::setBorderTopWidth)); + gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderBottomWidth, &RenderStyle::borderBottomWidth, &RenderStyle::setBorderBottomWidth)); + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginLeft, &RenderStyle::marginLeft, &RenderStyle::setMarginLeft)); + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginRight, &RenderStyle::marginRight, &RenderStyle::setMarginRight)); + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginTop, &RenderStyle::marginTop, &RenderStyle::setMarginTop)); + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginBottom, &RenderStyle::marginBottom, &RenderStyle::setMarginBottom)); + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingLeft, &RenderStyle::paddingLeft, &RenderStyle::setPaddingLeft)); + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingRight, &RenderStyle::paddingRight, &RenderStyle::setPaddingRight)); + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingTop, &RenderStyle::paddingTop, &RenderStyle::setPaddingTop)); + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingBottom, &RenderStyle::paddingBottom, &RenderStyle::setPaddingBottom)); + gPropertyWrappers->append(new PropertyWrapper<const Color&>(CSSPropertyColor, &RenderStyle::color, &RenderStyle::setColor)); + + gPropertyWrappers->append(new PropertyWrapper<const Color&>(CSSPropertyBackgroundColor, &RenderStyle::backgroundColor, &RenderStyle::setBackgroundColor)); + + gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyBackgroundPositionX, &RenderStyle::backgroundLayers, &RenderStyle::accessBackgroundLayers)); + gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyBackgroundPositionY, &RenderStyle::backgroundLayers, &RenderStyle::accessBackgroundLayers)); + gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyBackgroundSize, &RenderStyle::backgroundLayers, &RenderStyle::accessBackgroundLayers)); + gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyWebkitBackgroundSize, &RenderStyle::backgroundLayers, &RenderStyle::accessBackgroundLayers)); + + gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyWebkitMaskPositionX, &RenderStyle::maskLayers, &RenderStyle::accessMaskLayers)); + gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyWebkitMaskPositionY, &RenderStyle::maskLayers, &RenderStyle::accessMaskLayers)); + gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyWebkitMaskSize, &RenderStyle::maskLayers, &RenderStyle::accessMaskLayers)); + + gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyFontSize, &RenderStyle::fontSize, &RenderStyle::setBlendedFontSize)); + gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyWebkitColumnRuleWidth, &RenderStyle::columnRuleWidth, &RenderStyle::setColumnRuleWidth)); + gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitColumnGap, &RenderStyle::columnGap, &RenderStyle::setColumnGap)); + gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyWebkitColumnCount, &RenderStyle::columnCount, &RenderStyle::setColumnCount)); + gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitColumnWidth, &RenderStyle::columnWidth, &RenderStyle::setColumnWidth)); + gPropertyWrappers->append(new PropertyWrapper<short>(CSSPropertyWebkitBorderHorizontalSpacing, &RenderStyle::horizontalBorderSpacing, &RenderStyle::setHorizontalBorderSpacing)); + gPropertyWrappers->append(new PropertyWrapper<short>(CSSPropertyWebkitBorderVerticalSpacing, &RenderStyle::verticalBorderSpacing, &RenderStyle::setVerticalBorderSpacing)); + gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyZIndex, &RenderStyle::zIndex, &RenderStyle::setZIndex)); + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyLineHeight, &RenderStyle::lineHeight, &RenderStyle::setLineHeight)); + gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyOutlineOffset, &RenderStyle::outlineOffset, &RenderStyle::setOutlineOffset)); + gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyOutlineWidth, &RenderStyle::outlineWidth, &RenderStyle::setOutlineWidth)); + gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyLetterSpacing, &RenderStyle::letterSpacing, &RenderStyle::setLetterSpacing)); + gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyWordSpacing, &RenderStyle::wordSpacing, &RenderStyle::setWordSpacing)); + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyTextIndent, &RenderStyle::textIndent, &RenderStyle::setTextIndent)); + + gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitPerspective, &RenderStyle::perspective, &RenderStyle::setPerspective)); + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitPerspectiveOriginX, &RenderStyle::perspectiveOriginX, &RenderStyle::setPerspectiveOriginX)); + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitPerspectiveOriginY, &RenderStyle::perspectiveOriginY, &RenderStyle::setPerspectiveOriginY)); + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitTransformOriginX, &RenderStyle::transformOriginX, &RenderStyle::setTransformOriginX)); + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitTransformOriginY, &RenderStyle::transformOriginY, &RenderStyle::setTransformOriginY)); + gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitTransformOriginZ, &RenderStyle::transformOriginZ, &RenderStyle::setTransformOriginZ)); + gPropertyWrappers->append(new PropertyWrapper<const LengthSize&>(CSSPropertyBorderTopLeftRadius, &RenderStyle::borderTopLeftRadius, &RenderStyle::setBorderTopLeftRadius)); + gPropertyWrappers->append(new PropertyWrapper<const LengthSize&>(CSSPropertyBorderTopRightRadius, &RenderStyle::borderTopRightRadius, &RenderStyle::setBorderTopRightRadius)); + gPropertyWrappers->append(new PropertyWrapper<const LengthSize&>(CSSPropertyBorderBottomLeftRadius, &RenderStyle::borderBottomLeftRadius, &RenderStyle::setBorderBottomLeftRadius)); + gPropertyWrappers->append(new PropertyWrapper<const LengthSize&>(CSSPropertyBorderBottomRightRadius, &RenderStyle::borderBottomRightRadius, &RenderStyle::setBorderBottomRightRadius)); + gPropertyWrappers->append(new PropertyWrapper<EVisibility>(CSSPropertyVisibility, &RenderStyle::visibility, &RenderStyle::setVisibility)); + gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyZoom, &RenderStyle::zoom, &RenderStyle::setZoom)); + + gPropertyWrappers->append(new PropertyWrapper<LengthBox>(CSSPropertyClip, &RenderStyle::clip, &RenderStyle::setClip)); + +#if USE(ACCELERATED_COMPOSITING) + gPropertyWrappers->append(new PropertyWrapperAcceleratedOpacity()); + gPropertyWrappers->append(new PropertyWrapperAcceleratedTransform()); +#else + gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyOpacity, &RenderStyle::opacity, &RenderStyle::setOpacity)); + gPropertyWrappers->append(new PropertyWrapper<const TransformOperations&>(CSSPropertyWebkitTransform, &RenderStyle::transform, &RenderStyle::setTransform)); +#endif + + gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitColumnRuleColor, &RenderStyle::columnRuleColor, &RenderStyle::setColumnRuleColor)); + gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitTextStrokeColor, &RenderStyle::textStrokeColor, &RenderStyle::setTextStrokeColor)); + gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitTextFillColor, &RenderStyle::textFillColor, &RenderStyle::setTextFillColor)); + gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderLeftColor, &RenderStyle::borderLeftColor, &RenderStyle::setBorderLeftColor)); + gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderRightColor, &RenderStyle::borderRightColor, &RenderStyle::setBorderRightColor)); + gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderTopColor, &RenderStyle::borderTopColor, &RenderStyle::setBorderTopColor)); + gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderBottomColor, &RenderStyle::borderBottomColor, &RenderStyle::setBorderBottomColor)); + gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyOutlineColor, &RenderStyle::outlineColor, &RenderStyle::setOutlineColor)); + + gPropertyWrappers->append(new PropertyWrapperShadow(CSSPropertyBoxShadow, &RenderStyle::boxShadow, &RenderStyle::setBoxShadow)); + gPropertyWrappers->append(new PropertyWrapperShadow(CSSPropertyWebkitBoxShadow, &RenderStyle::boxShadow, &RenderStyle::setBoxShadow)); + gPropertyWrappers->append(new PropertyWrapperShadow(CSSPropertyTextShadow, &RenderStyle::textShadow, &RenderStyle::setTextShadow)); + +#if ENABLE(SVG) + gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyFillOpacity, &RenderStyle::fillOpacity, &RenderStyle::setFillOpacity)); + gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyFloodOpacity, &RenderStyle::floodOpacity, &RenderStyle::setFloodOpacity)); + gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyStrokeOpacity, &RenderStyle::strokeOpacity, &RenderStyle::setStrokeOpacity)); +#endif + + // TODO: + // + // CSSPropertyVerticalAlign + // + // Compound properties that have components that should be animatable: + // + // CSSPropertyWebkitColumns + // CSSPropertyWebkitBoxReflect + + // Make sure unused slots have a value + for (unsigned int i = 0; i < static_cast<unsigned int>(numCSSProperties); ++i) + gPropertyWrapperMap[i] = cInvalidPropertyWrapperIndex; + + // First we put the non-shorthand property wrappers into the map, so the shorthand-building + // code can find them. + size_t n = gPropertyWrappers->size(); + for (unsigned int i = 0; i < n; ++i) { + ASSERT((*gPropertyWrappers)[i]->property() - firstCSSProperty < numCSSProperties); + gPropertyWrapperMap[(*gPropertyWrappers)[i]->property() - firstCSSProperty] = i; + } + + // Now add the shorthand wrappers. + addShorthandProperties(); + } +} + +static void addPropertyWrapper(int propertyID, PropertyWrapperBase* wrapper) +{ + int propIndex = propertyID - firstCSSProperty; + + ASSERT(gPropertyWrapperMap[propIndex] == cInvalidPropertyWrapperIndex); + + unsigned wrapperIndex = gPropertyWrappers->size(); + gPropertyWrappers->append(wrapper); + gPropertyWrapperMap[propIndex] = wrapperIndex; +} + +static void addShorthandProperties() +{ + static const int animatableShorthandProperties[] = { + CSSPropertyBackground, // for background-color, background-position + CSSPropertyBackgroundPosition, + CSSPropertyWebkitMask, // for mask-position + CSSPropertyWebkitMaskPosition, + CSSPropertyBorderTop, CSSPropertyBorderRight, CSSPropertyBorderBottom, CSSPropertyBorderLeft, + CSSPropertyBorderColor, + CSSPropertyBorderRadius, + CSSPropertyBorderWidth, + CSSPropertyBorder, + CSSPropertyBorderSpacing, + CSSPropertyMargin, + CSSPropertyOutline, + CSSPropertyPadding, + CSSPropertyWebkitTextStroke, + CSSPropertyWebkitColumnRule, + CSSPropertyWebkitBorderRadius, + CSSPropertyWebkitTransformOrigin + }; + + for (size_t i = 0; i < WTF_ARRAY_LENGTH(animatableShorthandProperties); ++i) { + int propertyID = animatableShorthandProperties[i]; + CSSPropertyLonghand longhand = longhandForProperty(propertyID); + if (longhand.length() > 0) + addPropertyWrapper(propertyID, new ShorthandPropertyWrapper(propertyID, longhand)); + } + + // 'font' is not in the shorthand map. + static const int animatableFontProperties[] = { + CSSPropertyFontSize, + CSSPropertyFontWeight + }; + + CSSPropertyLonghand fontLonghand(animatableFontProperties, WTF_ARRAY_LENGTH(animatableFontProperties)); + addPropertyWrapper(CSSPropertyFont, new ShorthandPropertyWrapper(CSSPropertyFont, fontLonghand)); +} + +static PropertyWrapperBase* wrapperForProperty(int propertyID) +{ + int propIndex = propertyID - firstCSSProperty; + if (propIndex >= 0 && propIndex < numCSSProperties) { + int wrapperIndex = gPropertyWrapperMap[propIndex]; + if (wrapperIndex >= 0) + return (*gPropertyWrappers)[wrapperIndex]; + } + return 0; +} + +AnimationBase::AnimationBase(const Animation* transition, RenderObject* renderer, CompositeAnimation* compAnim) + : m_animState(AnimationStateNew) + , m_isAnimating(false) + , m_startTime(0) + , m_pauseTime(-1) + , m_requestedStartTime(0) + , m_object(renderer) + , m_animation(const_cast<Animation*>(transition)) + , m_compAnim(compAnim) + , m_isAccelerated(false) + , m_transformFunctionListValid(false) + , m_nextIterationDuration(-1) + , m_next(0) +{ + // Compute the total duration + m_totalDuration = -1; + if (m_animation->iterationCount() > 0) + m_totalDuration = m_animation->duration() * m_animation->iterationCount(); +} + +AnimationBase::~AnimationBase() +{ + m_compAnim->animationController()->removeFromStyleAvailableWaitList(this); + m_compAnim->animationController()->removeFromStartTimeResponseWaitList(this); +} + +bool AnimationBase::propertiesEqual(int prop, const RenderStyle* a, const RenderStyle* b) +{ + ensurePropertyMap(); + if (prop == cAnimateAll) { + size_t n = gPropertyWrappers->size(); + for (unsigned int i = 0; i < n; ++i) { + PropertyWrapperBase* wrapper = (*gPropertyWrappers)[i]; + // No point comparing shorthand wrappers for 'all'. + if (!wrapper->isShorthandWrapper() && !wrapper->equals(a, b)) + return false; + } + } else { + PropertyWrapperBase* wrapper = wrapperForProperty(prop); + if (wrapper) + return wrapper->equals(a, b); + } + return true; +} + +int AnimationBase::getPropertyAtIndex(int i, bool& isShorthand) +{ + ensurePropertyMap(); + if (i < 0 || i >= static_cast<int>(gPropertyWrappers->size())) + return CSSPropertyInvalid; + + PropertyWrapperBase* wrapper = (*gPropertyWrappers)[i]; + isShorthand = wrapper->isShorthandWrapper(); + return wrapper->property(); +} + +int AnimationBase::getNumProperties() +{ + ensurePropertyMap(); + return gPropertyWrappers->size(); +} + +// Returns true if we need to start animation timers +bool AnimationBase::blendProperties(const AnimationBase* anim, int prop, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) +{ + ASSERT(prop != cAnimateAll); + + ensurePropertyMap(); + PropertyWrapperBase* wrapper = wrapperForProperty(prop); + if (wrapper) { + wrapper->blend(anim, dst, a, b, progress); +#if USE(ACCELERATED_COMPOSITING) + return !wrapper->animationIsAccelerated() || !anim->isAccelerated(); +#else + return true; +#endif + } + + return false; +} + +#if USE(ACCELERATED_COMPOSITING) +bool AnimationBase::animationOfPropertyIsAccelerated(int prop) +{ + ensurePropertyMap(); + PropertyWrapperBase* wrapper = wrapperForProperty(prop); + return wrapper ? wrapper->animationIsAccelerated() : false; +} +#endif + +static bool gatherEnclosingShorthandProperties(int property, PropertyWrapperBase* wrapper, HashSet<int>& propertySet) +{ + if (!wrapper->isShorthandWrapper()) + return false; + + ShorthandPropertyWrapper* shorthandWrapper = static_cast<ShorthandPropertyWrapper*>(wrapper); + + bool contained = false; + for (size_t i = 0; i < shorthandWrapper->propertyWrappers().size(); ++i) { + PropertyWrapperBase* currWrapper = shorthandWrapper->propertyWrappers()[i]; + + if (gatherEnclosingShorthandProperties(property, currWrapper, propertySet) || currWrapper->property() == property) + contained = true; + } + + if (contained) + propertySet.add(wrapper->property()); + + return contained; +} + +// Note: this is inefficient. It's only called from pauseTransitionAtTime(). +HashSet<int> AnimationBase::animatableShorthandsAffectingProperty(int property) +{ + ensurePropertyMap(); + + HashSet<int> foundProperties; + for (int i = 0; i < getNumProperties(); ++i) + gatherEnclosingShorthandProperties(property, (*gPropertyWrappers)[i], foundProperties); + + return foundProperties; +} + +void AnimationBase::setNeedsStyleRecalc(Node* node) +{ + ASSERT(!node || (node->document() && !node->document()->inPageCache())); + if (node) + node->setNeedsStyleRecalc(SyntheticStyleChange); +} + +double AnimationBase::duration() const +{ + return m_animation->duration(); +} + +bool AnimationBase::playStatePlaying() const +{ + return m_animation->playState() == AnimPlayStatePlaying; +} + +bool AnimationBase::animationsMatch(const Animation* anim) const +{ + return m_animation->animationsMatch(anim); +} + +void AnimationBase::updateStateMachine(AnimStateInput input, double param) +{ + // If we get AnimationStateInputRestartAnimation then we force a new animation, regardless of state. + if (input == AnimationStateInputMakeNew) { + if (m_animState == AnimationStateStartWaitStyleAvailable) + m_compAnim->animationController()->removeFromStyleAvailableWaitList(this); + m_animState = AnimationStateNew; + m_startTime = 0; + m_pauseTime = -1; + m_requestedStartTime = 0; + m_nextIterationDuration = -1; + endAnimation(); + return; + } + + if (input == AnimationStateInputRestartAnimation) { + if (m_animState == AnimationStateStartWaitStyleAvailable) + m_compAnim->animationController()->removeFromStyleAvailableWaitList(this); + m_animState = AnimationStateNew; + m_startTime = 0; + m_pauseTime = -1; + m_requestedStartTime = 0; + m_nextIterationDuration = -1; + endAnimation(); + + if (!paused()) + updateStateMachine(AnimationStateInputStartAnimation, -1); + return; + } + + if (input == AnimationStateInputEndAnimation) { + if (m_animState == AnimationStateStartWaitStyleAvailable) + m_compAnim->animationController()->removeFromStyleAvailableWaitList(this); + m_animState = AnimationStateDone; + endAnimation(); + return; + } + + if (input == AnimationStateInputPauseOverride) { + if (m_animState == AnimationStateStartWaitResponse) { + // If we are in AnimationStateStartWaitResponse, the animation will get canceled before + // we get a response, so move to the next state. + endAnimation(); + updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime()); + } + return; + } + + if (input == AnimationStateInputResumeOverride) { + if (m_animState == AnimationStateLooping || m_animState == AnimationStateEnding) { + // Start the animation + startAnimation(beginAnimationUpdateTime() - m_startTime); + } + return; + } + + // Execute state machine + switch (m_animState) { + case AnimationStateNew: + ASSERT(input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunning || input == AnimationStateInputPlayStatePaused); + if (input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunning) { + m_requestedStartTime = beginAnimationUpdateTime(); + m_animState = AnimationStateStartWaitTimer; + } + break; + case AnimationStateStartWaitTimer: + ASSERT(input == AnimationStateInputStartTimerFired || input == AnimationStateInputPlayStatePaused); + + if (input == AnimationStateInputStartTimerFired) { + ASSERT(param >= 0); + // Start timer has fired, tell the animation to start and wait for it to respond with start time + m_animState = AnimationStateStartWaitStyleAvailable; + m_compAnim->animationController()->addToStyleAvailableWaitList(this); + + // Trigger a render so we can start the animation + if (m_object) + m_compAnim->animationController()->addNodeChangeToDispatch(m_object->node()); + } else { + ASSERT(!paused()); + // We're waiting for the start timer to fire and we got a pause. Cancel the timer, pause and wait + m_pauseTime = beginAnimationUpdateTime(); + m_animState = AnimationStatePausedWaitTimer; + } + break; + case AnimationStateStartWaitStyleAvailable: + ASSERT(input == AnimationStateInputStyleAvailable || input == AnimationStateInputPlayStatePaused); + + if (input == AnimationStateInputStyleAvailable) { + // Start timer has fired, tell the animation to start and wait for it to respond with start time + m_animState = AnimationStateStartWaitResponse; + + overrideAnimations(); + + // Start the animation + if (overridden()) { + // We won't try to start accelerated animations if we are overridden and + // just move on to the next state. + m_animState = AnimationStateStartWaitResponse; + m_isAccelerated = false; + updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime()); + } else { + double timeOffset = 0; + // If the value for 'animation-delay' is negative then the animation appears to have started in the past. + if (m_animation->delay() < 0) + timeOffset = -m_animation->delay(); + bool started = startAnimation(timeOffset); + + m_compAnim->animationController()->addToStartTimeResponseWaitList(this, started); + m_isAccelerated = started; + } + } else { + // We're waiting for the style to be available and we got a pause. Pause and wait + m_pauseTime = beginAnimationUpdateTime(); + m_animState = AnimationStatePausedWaitStyleAvailable; + } + break; + case AnimationStateStartWaitResponse: + ASSERT(input == AnimationStateInputStartTimeSet || input == AnimationStateInputPlayStatePaused); + + if (input == AnimationStateInputStartTimeSet) { + ASSERT(param >= 0); + // We have a start time, set it, unless the startTime is already set + if (m_startTime <= 0) { + m_startTime = param; + // If the value for 'animation-delay' is negative then the animation appears to have started in the past. + if (m_animation->delay() < 0) + m_startTime += m_animation->delay(); + } + + // Now that we know the start time, fire the start event. + onAnimationStart(0); // The elapsedTime is 0. + + // Decide whether to go into looping or ending state + goIntoEndingOrLoopingState(); + + // Dispatch updateStyleIfNeeded so we can start the animation + if (m_object) + m_compAnim->animationController()->addNodeChangeToDispatch(m_object->node()); + } else { + // We are pausing while waiting for a start response. Cancel the animation and wait. When + // we unpause, we will act as though the start timer just fired + m_pauseTime = -1; + pauseAnimation(beginAnimationUpdateTime() - m_startTime); + m_animState = AnimationStatePausedWaitResponse; + } + break; + case AnimationStateLooping: + ASSERT(input == AnimationStateInputLoopTimerFired || input == AnimationStateInputPlayStatePaused); + + if (input == AnimationStateInputLoopTimerFired) { + ASSERT(param >= 0); + // Loop timer fired, loop again or end. + onAnimationIteration(param); + + // Decide whether to go into looping or ending state + goIntoEndingOrLoopingState(); + } else { + // We are pausing while running. Cancel the animation and wait + m_pauseTime = beginAnimationUpdateTime(); + pauseAnimation(beginAnimationUpdateTime() - m_startTime); + m_animState = AnimationStatePausedRun; + } + break; + case AnimationStateEnding: + ASSERT(input == AnimationStateInputEndTimerFired || input == AnimationStateInputPlayStatePaused); + + if (input == AnimationStateInputEndTimerFired) { + + ASSERT(param >= 0); + // End timer fired, finish up + onAnimationEnd(param); + + m_animState = AnimationStateDone; + + if (m_object) { + if (m_animation->fillsForwards()) + m_animState = AnimationStateFillingForwards; + else + resumeOverriddenAnimations(); + + // Fire off another style change so we can set the final value + m_compAnim->animationController()->addNodeChangeToDispatch(m_object->node()); + } + } else { + // We are pausing while running. Cancel the animation and wait + m_pauseTime = beginAnimationUpdateTime(); + pauseAnimation(beginAnimationUpdateTime() - m_startTime); + m_animState = AnimationStatePausedRun; + } + // |this| may be deleted here + break; + case AnimationStatePausedWaitTimer: + ASSERT(input == AnimationStateInputPlayStateRunning); + ASSERT(paused()); + // Update the times + m_startTime += beginAnimationUpdateTime() - m_pauseTime; + m_pauseTime = -1; + + // we were waiting for the start timer to fire, go back and wait again + m_animState = AnimationStateNew; + updateStateMachine(AnimationStateInputStartAnimation, 0); + break; + case AnimationStatePausedWaitResponse: + case AnimationStatePausedWaitStyleAvailable: + case AnimationStatePausedRun: + // We treat these two cases the same. The only difference is that, when we are in + // AnimationStatePausedWaitResponse, we don't yet have a valid startTime, so we send 0 to startAnimation. + // When the AnimationStateInputStartTimeSet comes in and we were in AnimationStatePausedRun, we will notice + // that we have already set the startTime and will ignore it. + ASSERT(input == AnimationStateInputPlayStateRunning || input == AnimationStateInputStartTimeSet || input == AnimationStateInputStyleAvailable); + ASSERT(paused()); + + if (input == AnimationStateInputPlayStateRunning) { + // Update the times + if (m_animState == AnimationStatePausedRun) + m_startTime += beginAnimationUpdateTime() - m_pauseTime; + else + m_startTime = 0; + m_pauseTime = -1; + + if (m_animState == AnimationStatePausedWaitStyleAvailable) + m_animState = AnimationStateStartWaitStyleAvailable; + else { + // We were either running or waiting for a begin time response from the animation. + // Either way we need to restart the animation (possibly with an offset if we + // had already been running) and wait for it to start. + m_animState = AnimationStateStartWaitResponse; + + // Start the animation + if (overridden()) { + // We won't try to start accelerated animations if we are overridden and + // just move on to the next state. + updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime()); + m_isAccelerated = true; + } else { + bool started = startAnimation(beginAnimationUpdateTime() - m_startTime); + m_compAnim->animationController()->addToStartTimeResponseWaitList(this, started); + m_isAccelerated = started; + } + } + break; + } + + if (input == AnimationStateInputStartTimeSet) { + ASSERT(m_animState == AnimationStatePausedWaitResponse); + + // We are paused but we got the callback that notifies us that an accelerated animation started. + // We ignore the start time and just move into the paused-run state. + m_animState = AnimationStatePausedRun; + ASSERT(m_startTime == 0); + m_startTime = param; + m_pauseTime += m_startTime; + break; + } + + ASSERT(m_animState == AnimationStatePausedWaitStyleAvailable); + // We are paused but we got the callback that notifies us that style has been updated. + // We move to the AnimationStatePausedWaitResponse state + m_animState = AnimationStatePausedWaitResponse; + overrideAnimations(); + break; + case AnimationStateFillingForwards: + case AnimationStateDone: + // We're done. Stay in this state until we are deleted + break; + } +} + +void AnimationBase::fireAnimationEventsIfNeeded() +{ + // If we are waiting for the delay time to expire and it has, go to the next state + if (m_animState != AnimationStateStartWaitTimer && m_animState != AnimationStateLooping && m_animState != AnimationStateEnding) + return; + + // We have to make sure to keep a ref to the this pointer, because it could get destroyed + // during an animation callback that might get called. Since the owner is a CompositeAnimation + // and it ref counts this object, we will keep a ref to that instead. That way the AnimationBase + // can still access the resources of its CompositeAnimation as needed. + RefPtr<AnimationBase> protector(this); + RefPtr<CompositeAnimation> compProtector(m_compAnim); + + // Check for start timeout + if (m_animState == AnimationStateStartWaitTimer) { + if (beginAnimationUpdateTime() - m_requestedStartTime >= m_animation->delay()) + updateStateMachine(AnimationStateInputStartTimerFired, 0); + return; + } + + double elapsedDuration = beginAnimationUpdateTime() - m_startTime; + // FIXME: we need to ensure that elapsedDuration is never < 0. If it is, this suggests that + // we had a recalcStyle() outside of beginAnimationUpdate()/endAnimationUpdate(). + // Also check in getTimeToNextEvent(). + elapsedDuration = max(elapsedDuration, 0.0); + + // Check for end timeout + if (m_totalDuration >= 0 && elapsedDuration >= m_totalDuration) { + // We may still be in AnimationStateLooping if we've managed to skip a + // whole iteration, in which case we should jump to the end state. + m_animState = AnimationStateEnding; + + // Fire an end event + updateStateMachine(AnimationStateInputEndTimerFired, m_totalDuration); + } else { + // Check for iteration timeout + if (m_nextIterationDuration < 0) { + // Hasn't been set yet, set it + double durationLeft = m_animation->duration() - fmod(elapsedDuration, m_animation->duration()); + m_nextIterationDuration = elapsedDuration + durationLeft; + } + + if (elapsedDuration >= m_nextIterationDuration) { + // Set to the next iteration + double previous = m_nextIterationDuration; + double durationLeft = m_animation->duration() - fmod(elapsedDuration, m_animation->duration()); + m_nextIterationDuration = elapsedDuration + durationLeft; + + // Send the event + updateStateMachine(AnimationStateInputLoopTimerFired, previous); + } + } +} + +void AnimationBase::updatePlayState(EAnimPlayState playState) +{ + // When we get here, we can have one of 4 desired states: running, paused, suspended, paused & suspended. + // The state machine can be in one of two states: running, paused. + // Set the state machine to the desired state. + bool pause = playState == AnimPlayStatePaused || m_compAnim->suspended(); + + if (pause == paused() && !isNew()) + return; + + updateStateMachine(pause ? AnimationStateInputPlayStatePaused : AnimationStateInputPlayStateRunning, -1); +} + +double AnimationBase::timeToNextService() +{ + // Returns the time at which next service is required. -1 means no service is required. 0 means + // service is required now, and > 0 means service is required that many seconds in the future. + if (paused() || isNew() || m_animState == AnimationStateFillingForwards) + return -1; + + if (m_animState == AnimationStateStartWaitTimer) { + double timeFromNow = m_animation->delay() - (beginAnimationUpdateTime() - m_requestedStartTime); + return max(timeFromNow, 0.0); + } + + fireAnimationEventsIfNeeded(); + + // In all other cases, we need service right away. + return 0; +} + +double AnimationBase::progress(double scale, double offset, const TimingFunction* tf) const +{ + if (preActive()) + return 0; + + double elapsedTime = getElapsedTime(); + + double dur = m_animation->duration(); + if (m_animation->iterationCount() > 0) + dur *= m_animation->iterationCount(); + + if (postActive() || !m_animation->duration()) + return 1.0; + if (m_animation->iterationCount() > 0 && elapsedTime >= dur) + return (m_animation->iterationCount() % 2) ? 1.0 : 0.0; + + // Compute the fractional time, taking into account direction. + // There is no need to worry about iterations, we assume that we would have + // short circuited above if we were done. + double fractionalTime = elapsedTime / m_animation->duration(); + int integralTime = static_cast<int>(fractionalTime); + fractionalTime -= integralTime; + + if ((m_animation->direction() == Animation::AnimationDirectionAlternate) && (integralTime & 1)) + fractionalTime = 1 - fractionalTime; + + if (scale != 1 || offset) + fractionalTime = (fractionalTime - offset) * scale; + + if (!tf) + tf = m_animation->timingFunction().get(); + + if (tf->isCubicBezierTimingFunction()) { + const CubicBezierTimingFunction* ctf = static_cast<const CubicBezierTimingFunction*>(tf); + return solveCubicBezierFunction(ctf->x1(), + ctf->y1(), + ctf->x2(), + ctf->y2(), + fractionalTime, m_animation->duration()); + } else if (tf->isStepsTimingFunction()) { + const StepsTimingFunction* stf = static_cast<const StepsTimingFunction*>(tf); + return solveStepsFunction(stf->numberOfSteps(), stf->stepAtStart(), fractionalTime); + } else + return fractionalTime; +} + +void AnimationBase::getTimeToNextEvent(double& time, bool& isLooping) const +{ + // Decide when the end or loop event needs to fire + const double elapsedDuration = max(beginAnimationUpdateTime() - m_startTime, 0.0); + double durationLeft = 0; + double nextIterationTime = m_totalDuration; + + if (m_totalDuration < 0 || elapsedDuration < m_totalDuration) { + durationLeft = m_animation->duration() > 0 ? (m_animation->duration() - fmod(elapsedDuration, m_animation->duration())) : 0; + nextIterationTime = elapsedDuration + durationLeft; + } + + if (m_totalDuration < 0 || nextIterationTime < m_totalDuration) { + // We are not at the end yet + ASSERT(nextIterationTime > 0); + isLooping = true; + } else { + // We are at the end + isLooping = false; + } + + time = durationLeft; +} + +void AnimationBase::goIntoEndingOrLoopingState() +{ + double t; + bool isLooping; + getTimeToNextEvent(t, isLooping); + m_animState = isLooping ? AnimationStateLooping : AnimationStateEnding; +} + +void AnimationBase::freezeAtTime(double t) +{ + if (!m_startTime) { + // If we haven't started yet, just generate the start event now + m_compAnim->animationController()->receivedStartTimeResponse(currentTime()); + } + + ASSERT(m_startTime); // if m_startTime is zero, we haven't started yet, so we'll get a bad pause time. + m_pauseTime = m_startTime + t - m_animation->delay(); + +#if USE(ACCELERATED_COMPOSITING) + if (m_object && m_object->hasLayer()) { + RenderLayer* layer = toRenderBoxModelObject(m_object)->layer(); + if (layer->isComposited()) + layer->backing()->suspendAnimations(m_pauseTime); + } +#endif +} + +double AnimationBase::beginAnimationUpdateTime() const +{ + return m_compAnim->animationController()->beginAnimationUpdateTime(); +} + +double AnimationBase::getElapsedTime() const +{ + if (paused()) + return m_pauseTime - m_startTime; + if (m_startTime <= 0) + return 0; + if (postActive()) + return 1; + + return beginAnimationUpdateTime() - m_startTime; +} + +} // namespace WebCore |